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By justaviking - 13 Years Ago
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I want to make a mechanism similar to a bevel gear. One gear rotates about three times as fast as the other. I have key-framed some rotations so the large gear rotates once in one second, and the small gear rotates three times, and it plays perfectly well. Thoughts and questions: - I could do a "Collect Clip" and get the rotation added to the "Perform" menu
- But doing that only rotated one gear at a time.
- Is there a fairly easy way to animate the GEAR SET (both at the same time)?
- Would I have to make a master prop with the two gears as sub-props?
- Would it be best for me to use 3DXchange in some way:
- I own 3DXchange, so I can use that or stay in iClone.
- How best to deal with more than one rotation?
- What if I want it to rotate continuously?
- What if I want it to start and stop during a clip?
- How about speed up and slow down?
I hope that gives you enough information to give me some tips and guidance and share some lessons learned. Thanks.
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By Rampa - 13 Years Ago
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The use of subprops sounds promising. Create the gear set in Sketchup (or other) and import to 3DX.
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By justaviking - 13 Years Ago
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rampa (8/23/2013) The use of subprops sounds promising. Create the gear set in Sketchup (or other) and import to 3DX.@rampa - I already have an acceptable set of gears made using iClone primitives, and they rotate nicely in iClone (for 1 second). If you think exporting the iProps to 3DXchange is the best path forward, I can give that a whirl.
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By justaviking - 13 Years Ago
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Hello again, I'm going to modify my question a bit. Suppose I have something like a spider or any prop with multiple linkages. I want to make an animation sequence and be able to apply it to the prop. What is the best way to go about that? What are the basic steps in the process? I went to 3DXchange, assuming it would be fairly straight forward. So I first tried "non-standard character" rigging, but even non-standard still appears to be targeted toward bipedal (human) type characters. Can someone at least direct me to a good tutorial? The ones I'm finding are mostly for rigging "robots" from various geometry, but they all map to a human-like bone structure. I'm sure I'm missing something basic and simple. I keep assuming 3DXchange is the correct place to start. ANOTHER EXAMPLE: A Jack-in-the-box What if I wanted the crank to turn three times, the lid to pop open, and "Jack" to pop up WHILE the lid is opening. In iClone, I'd like to be able to right-click on the prop and pick a "Crank and pop" action.
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By colour - 13 Years Ago
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Post Deleted by me - I was side-tracking when I should be getting-on with my Project :ermm: My apologies, Dennis.
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By Rampa - 13 Years Ago
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Props have an edit motion layer. Could be more useful than converting to an avatar for two reasons I ca think of.
One. Prop bones can now move as well as rotate in 5.5, for a nice "stretchy" effect.
Two. Props can drive physics interactions directly.
If you need an avatar, convert to "non-human" instead of "non-standard".
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By thebiz.movies - 13 Years Ago
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Colonel Klink had a similar (though slightly different) question recently. I believe one answer that came up was to remember where the key frames were, merge the props into one prop, add back the key frames and then save the motion. Or something like that. I will see if I can find the original post.
-Edit- Here we go: https://forum.reallusion.com/Topic152551-298-1.aspx
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By justaviking - 13 Years Ago
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rampa (8/27/2013) Props have an edit motion layer. Could be more useful than converting to an avatar for two reasons I ca think of.
One. Prop bones can now move as well as rotate in 5.5, for a nice "stretchy" effect.
Two. Props can drive physics interactions directly.
If you need an avatar, convert to "non-human" instead of "non-standard".Oh, non-human... I guess I somehow missed that. I'll see what I can find about "prop bones." Also thanks to TheBiz too. I'll check it out. (And it's always nice to Colour too, even if it's accidental.)
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By justaviking - 13 Years Ago
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Okay now, let's get WAY back to BASICS...- I created this prop in iClone
- I attached each object to the one beneath it (see first picture, below)
- I did NOT do a "merge"
- (Umm... isn't there an easier way to get it into 3DXchange? I "Added" my prop to the library, did a "find" to open the directory with the prop, and dragged it into my 3DXchange window. I was assuming there'd be an "Export to 3DXchange" or "Edit in 3DXchange" like there is when I have an avatar selected.)
- Why is "Non-standard" my only option (see second picture, below)? Why isn't "Non-human" a bone rigging option?
I'm just trying to animate a couple of the objects and get it back into iClone with "perform" capability. Once I figure out the basic process, then I'll work on my real prop. >>> QUESTION: Is the root cause because my prop is not already a "bone skinned" prop? (I actually looked in the 3DXchange manual - gasp! - so that's what made me wonder about that possibility. If so, how do I "bone" it?) Figure 1... 
Figure 2... 
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By justaviking - 13 Years Ago
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I'm trying to figure this out myself, but I'm missing some very basic information to get me on the right path. In the iClone HELP page, I search for "non-human" and found something that looked like a good tip. (They're mostly talking about spring effects, but also "bone-rigged" props.) It looked like the secret would be to MERGE my prop, but I still don't get any bones in 3DXchange (or iClone). 
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By Rampa - 13 Years Ago
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All in iClone:
Attach the parts the way you want the hierarchy built. Select the "root"part. Click the "Merge" button that is at the bottom of the "Attach" section in the right panel.
Here's a page describing it.
http://www.reallusion.com/iclone/Help/3DXchange5/Pipeline/03_Pipelines/From_iClone.htm
Edit:
Then, save it to your library. You can drag the prop from the library window right into 3DX (or do a find). From there it has the option of characterization, but only to non-standard. Odd that we cannot have a non-human merged avatar.
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By justaviking - 13 Years Ago
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@Rampa, That would be great if I wanted to create a humanoid (standard or non-standard). But I'm not trying to create a person. I don't want to have to use "at least 15 props." What if I wanted three legs, like a "War of the Worlds" machine? Do I have to do my bone-rigging in Blender (or something like that) in order for me to get a bone-rigged non-human prop? P.S. This is off-topic for me, but what is the difference between a standard and non-standard human?
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By Rampa - 13 Years Ago
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Ahhh.... I thought you were bemoaning the fact of not being able to make it a non-human avatar. My apologies.
Again, all in iClone.
After merging, just edit the prop motion layer. You'll see the bones it created.
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By justaviking - 13 Years Ago
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@Rampa, I'm not sure exactly what I did differently, but I'm starting to see bones! I swear I've done the same steps before. Yeah, no 3DXchange yet, but it's behaving in iClone. Interesting "extra bone" that appears between the props, allowing me to "separate" them a bit. I even have some IK working. That page you linked to was great for that, I never would have guessed how to do the IK. Still seems odd that the bones go away when I drop the prop into 3DXchange. Even if there's no need to do it, it seems strange that it loses them. I'm very encouraged that I might be able to use the IK on my prop. I'm going to go play around some more. P.S. Still curious about difference between a normal and a non-standard human.
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By Rampa - 13 Years Ago
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Glad you got it!:)
I usually leave out some critical step, especially if it's something important.
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By Rampa - 13 Years Ago
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This is cool!
You can animate each part before merging, as long as you do not hit the "rescale". Not sure if there is any advantage to animating the parts first.
Once merged, you have to edit the bones to animate it.
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By justaviking - 13 Years Ago
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At the risk of confusing myself ahead of time, a couple of thoughts and questions are:- How does the merging, and animating parts prior to merging, work with the "Perform" command?
- I remember someone talking about having actions (not sure if they were the "Perform" actions or not) on props vs. sub-props. I might have to look that up again.
- Getting back to my original two gears (at the start of this thread), when I attached my gears to a "parent" object, I'd get errors when I tried to animate them using the Perform method. That's a bit vague, but maybe with my newly emerging skills I'll be able to get it to work, or phrase a more intelligent question on that topic.
Thanks again for the support.
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By animagic - 13 Years Ago
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justaviking (8/28/2013) Still curious about difference between a normal and a non-standard human. Viking, that's about the only question I CAN answer in this discussion...:w00t:
Although, the difference used to be more clear-cut...:unsure:
A standard human character is one that is native to iClone, indicated by its generation (G1 through G5). A non-standard character started life outside iClone and has been imported via 3DXchange. The big difference between the two kinds USED to be that only standard characters could talk, but with the latest updates non-standard characters can also have the gift of speech. The one remaining difference is that only standard characters can be clothed with Clone Cloth. But that may change one day as well.
BTW, I'm following your experiments with props and bones with interest. I wasn't aware one could do this.
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By Rampa - 13 Years Ago
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CloneCloth is just RL's name for a separate sheet(s) of UV mapped polygons that are part of the avatar. DAZ figures, in effect, have "Clonecloth" if they are not naked. As do any built from scratch that have multiple layers of Polygons not connected to the body.
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By animagic - 13 Years Ago
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What I meant was that you cannot apply CloneCloth to non-standard characters.
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By justaviking - 13 Years Ago
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animagic (8/28/2013)
justaviking (8/28/2013) Still curious about difference between a normal and a non-standard human.A standard human character is one that is native to iClone, indicated by its generation (G1 through G5). A non-standard character started life outside iClone and has been imported via 3DXchange. The big difference between the two kinds USED to be that only standard characters could talk, but with the latest updates non-standard characters can also have the gift of speech. The one remaining difference is that only standard characters can be clothed with Clone Cloth. But that may change one day as well. Thanks for the clarification. Not a factor to me (not yet, and not even for the foreseeable future) but my curiosity has been satisfied. Ahhh.... that, and a nice cup of coffee... a great way to start my day.
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By martok2112 - 13 Years Ago
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Yeah, the big thing about Clone Cloth is that you have to match generations. G2 for G2, G3 for G3, G4 for G4, G5 for G5. I always wondered if there was a possibility of doing cross-generational meshes?
And while there are plenty of different "styles" of Clone Cloth out there (G5 definitely has shown improvements in this area), it'd still be nice to be able to custom create cloth meshes without having to spend 4000 on the program that supposedly does it.
Blender (free modeling and animation software) could, I'm sure, but then it's a matter of translating functions between 3DSMax and Blender. In other words, for making a cloth mesh in 3DSMAX, do this, this, and this....ok...some functions are differently labeled or even differently handled in Blender....so what would be the proper function to execute in Blender?
Thankfully, I think I recorded the video tutorial that was made a couple years ago, but again, I believe it was for 3DSMAX....so it would be a matter of sitting down, watching the video, going through what I can step by step in Blender, and then figuring out where the differences are to achieve the same result. :)
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By justaviking - 13 Years Ago
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I think I'm making progress. I need to repeat some of my random efforts and take notes this time. I was able to get IK Animation to work on a simple prop. I was also able to break it. The difference seems to be how much "resetting" I do (Transform, Rotation, Scale) and exactly when in the process I do it (before or after doing Attach action, and before or after Merging the sub-props). So many variables, and so many ways to do it wrong. But there's hope. Speaking of hope, I hope to summarize what I've learned when I can consistently get the results I'm looking for.
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